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D20:Magmin (Creature)

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D20

This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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D20


MAGMIN

Size/Type: Small Elemental (Fire, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/–1
Attack: Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Full Attack: Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combustion, fiery aura
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Skills: Climb +4, Spot +3
Feats: Great Fortitude
Environment: Elemental Plane of Fire
Organization: Solitary, gang (2–4), or squad (6–10)
Challenge Rating: 3
Treasure: Standard coins; standard goods (nonflammables only); standard items (nonflammables only)
Alignment: Always chaotic neutral
Advancement: 3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment:


Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall and weighs 400 pounds.

Magmins speak Ignan.

COMBAT

Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies.

A magmin’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Consitution-based.

Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortutude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Consitution-based.

Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortutude save or melt away into slag. The save DC is Consitution-based.




System Reference Document -> List of Creatures (SRD)


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